Some questions |
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Some questions |
Sep 9 2019, 10:06 AM
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#1
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Forum Member Posts: 161 Joined: 8-September 19 |
Hello to everyone.
These days I’ve been tempted to give a try to NeJ+ Vlad's compilation + Keldorn romance. Given that I still have more compelling matters involving my work to solve, I don’t think I’ll be able to play it anytime soon (before Christmas), but at least I can ask some questions. If you can, please be as spoiler-free as possible. 1) I’ll be using Baldur’s gate Trilogy, and probably I’ll also play Baldur’s gate 1 with Nej and Vlad. I looked around and it seems that BG1 has only the bank added and the improved AI on the bandit camp. Am I wrong? 2) I see that you actively discourage against adding mods on top of NeJ and Vlad. Is it only for content mods or for all kind of mods? If you heavily discourage against it, I’ll be playing a first time a compilation free-mods with a good <charname>. 3) Which kind of mods do I plan to add? I don’t think BG needs many things to be honest. And judging by the sheer amount of content your mods have, I don’t feel the need for many of the mods out there. And so, I want to be as strictly as possible to tweaks to rule only. I’ll be listing each component I would like to go for for every mod: Atweaks: Instant casting for warrior innates Revised Bhaalpowers: Enhance the Bhaalpowers and standardize their casting time Regain Bhaalpowers in ToB Make druidic shapeshifting uninterruptable Unbiased Quest rewards -> honestly, if I had to choose a component amongst all of these it would be this one. It makes it so that going evil will not punish you in vanilla game, because you’ll be getting as much xp and/or as much gold for going evil as going good. Simple thief script -> AI Simple Bard script -> AI Simple cleric/Paladin script -> AI Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999) EET (enhanced edition trilogy) Tweaks Total xp cap: disabled Xp for Traps, spells and Lockpicking: BG2 values Jim’s fixes and tweaks: Add spell school notifications to the combat log: all spells with a casting time greater than 1 Add expiration notifications for buffs Klatu Tweaks and Fixes: Appropriate xp rewards for Cowled enforcers (So you can go full ham on them, rather than having to pay the license) Free action does not prevent haste or Movement rate bonus Refinements: Revised High level Abilities overhauls all the High level abilities for all classes, making it meaningful. Scales of Balance: Stat bonus overhaul -> This makes it so that rolling your character has meaning. Every stat becomes meaningful and not just dead weight in the grand scheme of things. Tweaks Anthology. Readme here: https://gibberlings3.github.io/Documentatio...e-cdtweaks.html Add bags of Holding -> this component will add a gem bag to the Friendly Arm Inn store, a scroll case at the High Hedge, an ammo belt to Thunderhammer Smithy, a potion case to the Nashkel General Store, and a bag of holding at the Sorcerous Sundries in Baldur's Gate. For Baldur's Gate II content, this component adds potion cases to the stores of Roger the Fence and Mrs. Cragmoon and ammo belts to the stores of the Trademeet blacksmith and Perter. Stores sell higher stacks of items -> This component will alter all stores in the game to use higher stacks of arrows, bolts, bullets, darts, throwing axes, throwing daggers, and (where available) throwing hammers. This component will affect all stores in the game, including ones introduced by mods. Shapeshifter rebalancing Multiple strongholds -> seems to be already inside Allow Cromwell to upgrade watcher’s keep items -> given that you touch Cromwell, this is is bound to cause issues Allow cespenar to use cromwell recipes -> bound to cause issues too Move npc from Baldur’s gate -> Alora Move npc to convenient location: Eldoth, Qualyle, Shar-teel, Tiax, Viconia. Expanded Dual-Class Options: makes it possible to dual class barbarian and wildmages. Change Grandmastery Bonuses: True Grandmastery (Baldurash) -> Seems to be already inside. Alter druid spell and level progression tables: Use cleric level progession changes with Un-nerfed druid spell table I don’t exactly appreciate the xp gap from level 14 to level 15 for druids in BG. But I could always forsake this component if needs be Trap cap removal Remove delay for magical traps Remove summoning cap for celestials Druids use 3e alignment restriction Loosen equipment restrictions for cleric multi-classes Change equipment restricitions for druid multi-classes -> loosen equipment restrictions Change effect of reputation on store prices -> low reputation Store Discount (Sabre) Increase Ammo stack size, gem, jewelry and misc stacking, potions and scroll to 999 Neutral characters make happy comments at mid-range Keep drizzt’s loot, disable Malchor Harpell Taerom makes additional Ankheg Armor Adjust evil joinable npc reaction rolls Unique containers (unique icons and names) More interjections Alter Hp triggers for Npc wounded dialogues Tweaks and tricks (See readme here: https://github.com/BGforgeNet/bg2-tweaks-and-tricks? Easy traps: increase trap sense range: so they can get discovered if they are in Line of sight. The component increase traps requires Easy traps: core Fair fights Improved stronghold Unfinished bussiness for BG2: restored bhaalspawn powers by David Gaider SCS treat hla as innate abilities rather than memorisable spells - I can avoid this component too Tweaks Anthology Maximum hp on level up. Mod of the orderly - consistency plus version (Adds a keyring container) 4) There are also some mods that involve “content” for Bg1 I would like to add, but I’ll save these for later.. This post has been edited by Sergio1992: Oct 4 2019, 01:53 PM |
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